Era of the Future/Welkin faction Feedback/Balancing

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Huston
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Era of the Future/Welkin faction Feedback/Balancing

Post by Huston »

The Era of the Future is out.

Currently the only faction it contains is the Welkin. Next faction will most likely be a
Spoiler:
.

original idea by Mirion147
he was helped by: Turuk & me(Huston) along with a bunch of art contributors

This thread is meant to balance the Welkin faction against itself and mainline.
It is also for feedback on what you liked or disliked about it and for reporting any bugs/misspellings.

currently you can play the welkin against itself, the default factions, and they can be added to UMCs.

if you really want to the original idea's thread it located here: http://www.wesnoth.org/forum/viewtopic.php?f=19&t=21831
Last edited by Huston on July 2nd, 2009, 8:52 pm, edited 1 time in total.
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Re: Era of the Future Feedback/Balancing thread

Post by Huston »

i've fixed a bug it had for linux users.
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Re: Era of the Future Feedback/Balancing thread

Post by Pentarctagon »

I put this is a spoiler because its about the info in the spoiler in the previous post and i didnt want to ruin it for anybody.
Spoiler:
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Re: Era of the Future Feedback/Balancing thread

Post by Huston »

you can now download the Era of the Future for Wesnoth 1.7
Spoiler:
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Re: Era of the Future Feedback/Balancing thread

Post by wesfreak »

in reply to previous spoilers:
Spoiler:


i think that we can stop using spoilers. most people are going too read them anyway.
here i have another faction idea:
Spoiler:
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Re: Era of the Future/Welkin faction Feedback/Balancing

Post by Pentarctagon »

so i'm guessing that some/most of the Destroyer units would have a plague-like ability as well? though it would be more accurate for them to get the unit whose brain they ate, since they invade and take control of the body instead of killing and then resurrecting a body that is already dead.
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Re: Era of the Future/Welkin faction Feedback/Balancing

Post by Huston »

well. this may throw a wrench in developing. I haven't heard anything from Mirion147 for over 2 weeks. i'm not sure if hes gone AWOL or not but he was the one making the art and doing descriptions. me and turuk were coding. I can code these factions(easily) but i can't do the artwork for them. If anyone is willing to do artwork for them please pm me. put the subject as artwork for EotF.

i do have the ability to publish the new stuff. so as factions get finished i can publish them in the era. and i can balance stuff(based on user feedback).

I'm not very creative. i rock at coding.(i coded my campaign in about 1 month. took me about a week to recode the Era of the Future) so any suggestions for units are welcome.
wesfreak wrote:in reply to previous spoilers:
Spoiler:
great ideas. but if Mirion is AWOL i don't think it will happen unless i get some people to do art. i'll come up with a unit tree and post it by the end of next week.
wesfreak wrote: here i have another faction idea:
Spoiler:
we can do this as long as you can help. i've never payed dungeons and dragons. and we certainly can't use any copywritten material so we will have to change their appearance and stats and things like that.
i'd need you to make a unit tree for them.


yes pentarctagon it does sound like they'd have a modified version of the plague ability. i'd probably redo it so it was more like a leech ability though.


________________________________________________________
Turuk or another mod if you could check to see if Mirion has gone AWOL or not and pm me, i'd greatly appreciate it.
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Re: Era of the Future Feedback/Balancing/Development

Post by Huston »

ok so these are the first units i've ever brainstormed. up until now i have only coded them. any suggestions would be appreciated.
these are some units i just thought of for the sea dwarves faction(need a cooler sounding name. pm any suggestions to me). these are just rough outlines. any comments concerning anything about them is appreciated.

Until i get a cooler name for the faction i'll just put Dwarvish

Code: Select all

[unit]
Dwarvish Hunter
Level 1
usage=scout
HP=25
mp=6
melee:
Trident
6 Damage, 2 attacks
advances to: Dwarvish Huntsman
cost=12
[/unit]
_ _ _ _ _ _ _ 

[unit]
Drawvish Huntsman
Level 2
usage=scout
HP=35
mp=7
Melee:
Trident
9 Damage, 2 Attacks
Ranged:
Fishing Net
8 Damage, 2 Attack (slows)
advances to=Dwarvish HuntMaster
cost= 24
[/unit]
_ _ _ _ _ _

[unit]
Dwarvish Huntsmaster
Level 3
usage= scout
Hp=45
Mp=8
Melee:
Trident
12 damage, 2 attacks
Fishing net
10 damage, 2 attacks (slows)
advance to=null
cost=48
[/unit]
_________

[unit]
Manta Rider
Level 1
usage=fighter
Hp=34
Mp=6
Melee:
Bash
8 Damage, 2 Attack
Ranged:
Fishing Net
6 Damage, 1 Attacks (slows)
cost=17
advances to= Sting Ray Rider
[/unit]
_ _ _ _ _ _ _

[unit]
Sting Ray Rider
Level 2
usage=fighter
Hp=45
Mp=7
Melee:
Ram
8 Damage, 1 Attack
Melee:
Sting
10 Damage, 2 Attack (Poison)
Ranged:
Fishing Net
8 Damage, 2 Attacks (Slow)
cost=46
advances to= Serpent Rider
[/unit]
_ _ _ _ _ _ 

[unit]
Serpent Rider
Level 3
usage=fighter
Hp=60
Mp=8
Melee
Bite
10 damage, 3 attacks
Ranged
Sting Ray Tail Spear
8 damage, 2 attacks (poison)
Ranged
Fishing Net
8 damage, 3
advances to= null
cost=88
[/unit]
This is all i could come up with for now. i still need to give this faction a healer/magician line, archer line(if it could be called that), and a guardian line (which has steadfast)

Please let me know what you think, if you want to do artwork, or if you want to help code this.

EDIT: I've added the Huntsmaster and buffed the scout line.(hopefully i didn't buff it too much)
and i edited the level 1 rider a little.
Last edited by Huston on July 3rd, 2009, 7:14 am, edited 3 times in total.
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Re: Era of the Future/Welkin faction Feedback/Balancing

Post by Pentarctagon »

i would suggest for the scout line, that the base mp be improve by 2-3, especially if it's attacks are going to be that weak. the name of the level 3 form could be the Dwarvish Huntsmaster. currently i would put the cost of the hunter at around 8 or less, since it has bad movement and bad attacks.


for the Rider line, i would suggest a 4-1 net and a 6-3 melee for the level one form. the level 2 form would have an 8-3 melee attack, a 7-2 poison attack, and a 5-2 net attack. for the level 3 form, i would perhaps give it back the net attack.

ideas for the mage line (note: the magical attack is the ranged attack, non-magical attacks is the melee attack.):
level one=Ocean Apprentice
6-3 magical impact attack, similar to the merman mages.
5-1 fist impact attack.
heals +4
hp=23
mp=5
cost=18
level 2=Wave Rider, Ice Apprentice, Ocean Shaman

Wave Rider:
9-3 Wave magical impact attack
6-2 Harpoon pierce attack
hp=40
mp=6
fire resistance=20%
advances to Wave Master
Wave Master:
12-3 Tidal Wave magical impact attack
6-3 Harpoon pierce attack
hp=55
mp=6
fire resistance=30%
advances to=null

Ice Apprentice:
6-4 Ice Shard magical pierce attack
4-3 Iceball cold attack
hp=36
mp=5
cold resistance=40%
pierce resistance=10%
fire resistance=-10%
advances to Crystal Master
Crystal Master:
7-5 Crystalline Spear magical pierce attack
5-4 Hail cold attack
hp=48
mp=6
cold resistance=60%
pierce resistance=20%
impact resistance=-20%
advances to=null

Ocean Shaman:
5-4 Undertow magical impact attack
4-3 Staff impact attack
cures, heals +8
hp=34
mp=6
advances to=Ocean Mystic
Ocean Mystic:
6-4 Drown magical impact drains
5-3 Staff impact attack
hp=43
mp=6
cures, heals +8, regen +4 on water
advances to=null


i could code this and come up with a unit description if you want.
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Re: Era of the Future/Welkin faction Feedback/Balancing

Post by Huston »

i like them if you want to code them and give them descriptions go for it. i'll adjust the scouts a little to give them a little more power and movement. and i'll code them either today if i get the chance or monday

and we need to figure out what to name ther race. since they are dwarves but live underwater i'm thinking it should be a cross between something that sounds dwarvish and something that sounds mermenish or nagaish
Last edited by Huston on July 3rd, 2009, 7:21 am, edited 1 time in total.
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Re: Era of the Future/Welkin faction Feedback/Balancing

Post by Pentarctagon »

ok, i can probably have them ready sometime tomorrow. or actually it would be sometime today wouldn't it, since it's past 12 PM.

btw, what should i do for the race/movetype/image?
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Re: Era of the Future/Welkin faction Feedback/Balancing

Post by Huston »

image we'll have to leave blank for now. i'm currently working on the movetypes. if you want to make custom movetypes for them you can, otherwise i'll make them and you can leave that blank.
as for the race. for now as a place-holder put:

Code: Select all

race=Sea_Dwarf
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Re: Era of the Future/Welkin faction Feedback/Balancing

Post by Pentarctagon »

i have the units coded, everything works except for one thing: the ability that would allow the ocean mystic to regenerate 4 hp in water is being interfered with by one of the other abilities and doesn't work. i'm going to bed now, so i'll have to unit descriptions done soon after i wake up.

Edit: never mind, got it working :).
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Re: Era of the Future/Welkin faction Feedback/Balancing

Post by wesfreak »

i am currently trying (and failing) to learn how to code things. i will help as soon as i learn how.

Possible name: sea-shorts, aquadwarves, Dawarfs.

give the ice apprentice's cold attack slow.
the dwarf manta rider shouldn't become a sea monster rider. make him a manta master, with more than one ram attack. try 15-3 ram, 18-2 sting (which is melee) and 8-3 net which slows. i think this is pretty balanced. give the lvl 2 manta rider a 9-3 ram, with a 12-2 sting and a ranged net.

the scout is much too weak. give him skirmisher at lvl 1 and backstab at lvl 3 and some throwing spears, which get poison at lvl 3. also possibly submerge.

2 change some of the history: they could never breath underwater, but they used a breating apparatus. they live in caves that have an underwater entrance and are partially flooded but have air in them. because of this, they have good defense in shallow water (50 or 40%) but most units cant go in deep water, with the exeptions of the scout, who might need to hide there,and any sea creature riders or sea creatures. the sting ray guy could have a breathing apparatus drawn on.

new unit: a brute. monstrous sea turtles (assuming u accepted my ideas)
2 strong bite attacks, regen, slow movement and maybe a water jet like squirtle, or instead possibly a dwarf on it's back on a saddle with a water blaster at the higher lvls.

water blaster:
These units are somewhat similar to the dwarvish thunderers, but shoot a stream of water.
In ranged: multiple attacks doing little damage. In melee, they blast you, with the entier water tank, doing alot of damage but only one attack. this is done in melee because at a ranged the stream would be greatly weakeand. they do impact damage in melee and cold damage in a ranged. At lvl 3, they take some of the polluted water that plagued the sea dwarves in the past and use that to poison the enemy.
lvl 1: 3-7 ranged. -water spray
12-1 in melee -water blast
lvl 2: 4-8 ranged - water spray
18-1 melee.- water blast
lvl 3: 4-12 ranged- water spray
25-1 melee- water blast
4-3- ranged- poison - poison water
let's try and finish the sea dwarves before the next faction.
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Re: Era of the Future/Welkin faction Feedback/Balancing

Post by Huston »

this is the movement_type i came up with for the rider line:
any suggestions as to what to make it's resistances?
what do you think of the defenses and movement costs?

Code: Select all

#textdomain wesnoth-Era_of_the_Future

[movetype]
    name=Ocean_Riders
	[movement_costs]
		deep_water=1
		shallow_water=1
		swamp_water=1
		flat=2
		sand=2
		forest=3
		hills=2
		mountains=2
		village=1
		castle=1
		cave=1
		tundra=2
		frozen=2
		canyon={UNREACHABLE}
		cavewall={UNREACHABLE}
		fungus=2
	[/movement_costs]
	[defense]
		deep_water=40
		shallow_water=35
		swamp_water=30
		flat=25
		sand=25
		forest=20
		hills=35
		mountains=40
		village=50
		castle=50
		cave=40
		tundra=15
		frozen=15
		canyon=60
		cavewall=60
		fungus=15
	[/defense]
	[resistance]
		blade=100
		pierce=100
		impact=100
		fire=100
		cold=100
		arcane=100
	[/resistance]
[/movetype]
and this is what i came up with for the huntsman line:

Code: Select all

#textdomain wesnoth-Era_of_the_Future

[movetype]
    name=Sea_Dwarf_Foot
	[movement_costs]
		deep_water=1
		shallow_water=1
		swamp_water=1
		flat=2
		sand=2
		forest=3
		hills=2
		mountains=2
		village=1
		castle=1
		cave=1
		tundra=2
		frozen=2
		canyon={UNREACHABLE}
		cavewall={UNREACHABLE}
		fungus=2
	[/movement_costs]
	[defense]
		deep_water=50
		shallow_water=45
		swamp_water=40
		flat=25
		sand=30
		forest=30
		hills=45
		mountains=50
		village=60
		castle=60
		cave=50
		tundra=20
		frozen=20
		canyon=60
		cavewall=60
		fungus=20
	[/defense]

	[resistance]
		blade=100
		pierce=100
		impact=100
		fire=100
		cold=100
		arcane=100
	[/resistance]
[/movetype]
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